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Cthulhu 9.6 Build

116 14 92,189
10
by Pwuntahs updated June 28, 2022

Smite God: Cthulhu

Build Guide Discussion 6 More Guides
Tap Mouse over an item or ability icon for detailed info

Cthulhu Build

Start

Build Item Conduit Gem Conduit Gem
Build Item Uncommon Staff Uncommon Staff
Build Item Healing Potion Healing Potion
4
Build Item Teleport Fragment Teleport Fragment

Full Build

Build Item Gem of Focus Gem of Focus
Build Item Warlock's Staff Warlock's Staff
Build Item Breastplate of Valor Breastplate of Valor
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Witchblade Witchblade
Build Item Spirit Robe Spirit Robe

Situational

Notes Pestilence
Picking this up instead of Shogun is very much something you can do if there is a lot of healing in the enemy team.

Stone of Gaia
If the enemy team has a lot of knockup, knockback, pull or grab abilities, feel free to grab this, it provides a ton of health which will help with abusing the Blood-Soaked Shroud. Though it offers no protection stats, so be wary.

Spectral Armor
In this patch, we are going to see a lot more crit builds coming from the duo lane. This item is perfect for that and the removal of boots allows us to build Spectral armor comfortably as we don't really need to sacrifice an item slot for it anymore.

Ethereal Staff
This is a solid option for a late-game item slot as it provides health, power and it steals 8% max mana and 6% max health from targets hit with abilities + 20% CCR, which can be a lifesaver.

Celestial Legion Helm
This could be built instead of Tyrannical, though I don't see much reasoning for it, it can definitely be viable.

Hero's Axe
Ignoring the Blood-Soaked Shroud and going for Sundering Axe start can bring you a HUGE team-fight advantage, providing allies with 15% of your maximum health whenever they are hit with a hard CC ability. This item is going to be picked up A LOT in this patch I believe.

Genji's Guard
You can pick this up for the Shogun's if you feel it's worth it. it provides the 10% CDR needed, provides health and provides a superior amount of magical protection, as well as a neat passive that lowers your cooldowns more!

Notes

Pestilence
Picking this up instead of Shogun is very much something you can do if there is a lot of healing in the enemy team.

Stone of Gaia
If the enemy team has a lot of knockup, knockback, pull or grab abilities, feel free to grab this, it provides a ton of health which will help with abusing the Blood-Soaked Shroud. Though it offers no protection stats, so be wary.

Spectral Armor
In this patch, we are going to see a lot more crit builds coming from the duo lane. This item is perfect for that and the removal of boots allows us to build Spectral armor comfortably as we don't really need to sacrifice an item slot for it anymore.

Ethereal Staff
This is a solid option for a late-game item slot as it provides health, power and it steals 8% max mana and 6% max health from targets hit with abilities + 20% CCR, which can be a lifesaver.

Celestial Legion Helm
This could be built instead of Tyrannical, though I don't see much reasoning for it, it can definitely be viable.

Hero's Axe
Ignoring the Blood-Soaked Shroud and going for Sundering Axe start can bring you a HUGE team-fight advantage, providing allies with 15% of your maximum health whenever they are hit with a hard CC ability. This item is going to be picked up A LOT in this patch I believe.

Genji's Guard
You can pick this up for the Shogun's if you feel it's worth it. it provides the 10% CDR needed, provides health and provides a superior amount of magical protection, as well as a neat passive that lowers your cooldowns more!

Build Item Pestilence Pestilence
Build Item Spectral Armor Spectral Armor
Build Item Witchblade Witchblade
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Genji's Guard Genji's Guard
Build Item Breastplate of Vigilance Breastplate of Vigilance
Build Item Breastplate of Determination Breastplate of Determination

Relics

Build Item Heroic Teleport Heroic Teleport
Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Corrupted Blink Rune Corrupted Blink Rune
Build Item Thorns of Overgrowth Thorns of Overgrowth

Cthulhu's Skill Order

Sanity Break / Sever

1 X Y
Sanity Break / Sever
1 4 6 7 10

The Mire / Devastate

2 A B
The Mire / Devastate
2 8 11 12 14

Rushing Terror / Transfuse

3 B A
Rushing Terror / Transfuse
3 15 16 18 19

Descend Into Madness

4 Y X
Descend Into Madness
5 9 13 17 20
Sanity Break / Sever
1 4 6 7 10

Sanity Break / Sever

1 X
Sanity Break: Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed. Enemies hit by this ability also do reduced damage to Cthulhu for 6s. This ability applies 1 stack of Torment, 2 if the enemy hit is facing Cthulhu or Fears them instead if they are afflicted with Insanity. Successfully consuming Insanity permanently increases the base mitigation of this ability.

Ability Type: Cone
Damage: 100 / 150 / 200 / 250 / 300 (+40% of your Magical Power)
Attack Speed Slow: 10 / 15 / 20 / 25 / 30% for 3s
Fear Duration: 1.5s
Damage Mitigation: 20% + 0.5% (Max 30%)
Cost: 60
Cooldown: 10s

Sever (Ultimate Form): Cthulhu swipes down at the ground beneath him, creating 3 large projectiles. These projectiles damage enemies and apply a stacking Protection Reduction debuff. This ability does not proc item effects.

Ability Type: Line
Damage: 100 / 140 / 180 / 220 / 260 (+25% of your Magical Power)
Protection Reduction: 3% stacking up to 5 times
Debuff Duration: 5s
Cost: 0
Cooldown: 1s
The Mire / Devastate
2 8 11 12 14

The Mire / Devastate

2 A
The Mire: Cthulhu summons a portal creating a slowing field of eldritch mire at the target location. While Cthulhu channels, The Mire continues to grow as the portal fires out two masses of corruption that hit and damage all enemies in the field.

The first shot also Slows enemies while the second Roots them, both hits applying 1 stack of Torment. Cancelling the ability early stops The Mire from growing or the portal from firing additional shots.

Ability Type: Ground Target
Damage per shot: 50 / 95 / 140 / 185 / 230 (+30% of your Magical Power)
Slow: 10%
Corruption Slow: 35%
Corruption Slow/Root Duration: 1s
Mire Duration: 3s after ability cancel/end
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 18 / 17 / 16 / 15 / 14s

Devastate (Ultimate Form): Cthulhu fires a devastating blast of psychic energy that damages and knocks up enemies.

Ability Type: Ground Target
Damage: 140 / 175 / 210 / 245 / 280 (+20% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 5s
Rushing Terror / Transfuse
3 15 16 18 19

Rushing Terror / Transfuse

3 B
Rushing Terror: Cthulhu creates two twisting projectiles at his sides as he unfurls his wings and charges forwards, damaging, stunning and knocking away enemies hit. The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.

Ability Type: Dash
Damage: 70 / 110 / 150 / 190 / 230 (+30% of your Magical Power)
Stun Duration: 0.4s
Projectile Damage: 40 / 70 / 100 / 130 / 160 (+20% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16s

Transfuse (Ultimate Form): Cthulhu transfuses his own life force into the area around him giving Allies Health, Movement Speed and Power. Enemies are also hit, taking more damage the closer they are to Cthulhu. This ability damages Cthulhu for 6% of his Maximum Health. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.

Ability Type: Area
Damage: 120 / 140 / 160 / 180 / 200 (+20% of your Magical Power)
Ally Healing: 8 / 9 / 10 / 11 / 12% Max Health
Power: 20 / 25 / 30 / 35 / 40
Movement Speed: 20%
Duration: 3s
Cost: 70
Cooldown: 6s
Descend Into Madness
5 9 13 17 20

Descend Into Madness

4 Y
Cthulhu reveals his true form as he plunges the battlefield into R’lyeh while any enemies caught nearby are damaged.

In this form Cthulhu gains increased Health, becomes immune to Crowd Control and gains access to new abilities. Enemies near Cthulhu gain stacks of Torment, increasing in pace if they are facing him. Enemies also suffer the debuff effects of Sanity Break, causing them to deal less damage to Cthulhu.

Ability Type: Stim
Damage: 160 / 205 / 250 / 295 / 340 (+50% of your Magical Power)
Max Health: 20%
Duration: 10 / 11 / 12 / 13 / 14s
Debuff Radius: 50
Cost: 100
Cooldown: 120s

*NOTE* Cthulhu cannot use relics while in his ultimate form.

Introduction

Honestly ignore anything below this I don't have time to read it and review it, it might be outdated or true, IDK, I'm just here to provide updated builds.

This is by no means a full guide on Cthulhu, I just wanted to share my thoughts on how to build Cthulhu in this new patch and share with you the success that I've had with playing him in the meta.

Just a warning, since we are Cthulhu and we are building a lot of health, with extensive health given on the ultimate, Qin Sais built by hunters can shred you very fast. To counteract this, we build thorns and should pop them before ulting into a teamfight to try to mitigate this a bit. If you have a team, they should be able to easily capitilise to the CC and destruction you will inflict on your opponent via your ultimate :)

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1
Kriega1 (134) | June 30, 2022 12:03pm
Isn't it better to leave Thorns at the tier 2 upgrade instead of fully upgrading it?
1
Pwuntahs | June 30, 2022 4:06pm
That's an interesting thought, is that because of the 5% less reflect damage on the upgrade? I don't see myself buying thorns too much because I think the item is kind of lackluster
1
Kriega1 (134) | July 1, 2022 12:48pm
Greater Thorns (Tier 2) "Using this item reflects 30% of all damage you take, before mitigations, for the next 5 seconds, back to its owner as Magical Damage. If you are dealt 120 * your level damage while this effect is active, the effect will end early. While this is active enemies can only lifesteal from you for 75% of their total lifesteal. Cooldown - 120s. "


Overgrowth Thorns "Using this item reflects 25% of all damage you take, before mitigations, for the next 5 seconds, back to its owner as Magical Damage. If you are dealt 120 * your level damage while this effect is active, the effect will end early. While this is active enemies can only lifesteal from you for 50% of their total lifesteal. Additionally, you gain a stack of 5% Movement Speed and Attack Speed for all Enemy Gods within a 55 unit radius. Cooldown - 120s." (Compared to T2: 5% less reflect, anti-lifesteal drops from 75% to 50%)

Sapping Strength Thorns "Using this item reflects 35% of all damage you take, before mitigations, for the next 3 seconds, back to its owner as Magical Damage. If you are dealt 120 * your level damage while this effect is active, the effect will end early. While this is active enemies can only lifesteal from you for 75% of their total lifesteal. Each basic attack from enemy gods reduces the cooldown of this item by 0.5s. Cooldown - 80s. " (Compared to T2: low cd is nice but it only being 3 sec in duration is just bad which just sucks hard cause it would otherwise be a nice direct upgrade)
1
E1Gr33d0 | June 30, 2022 11:02am
You Conquest with this build?
1
Pwuntahs | June 30, 2022 4:04pm
Yes this is a conquest build but can totally be altered to work in any gamemode. Have fun!
1
Kriega1 (134) | June 30, 2022 11:59am
It has Teleport and looks like it's for Conquest, yes
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League of Legends Build Guide Author Pwuntahs
Cthulhu 9.6 Build
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